Charon (AOK AI)

Upload your latest creations here.
Please note that by posting comments to posts in this forum you forfeit your personal copyright on whatever you post. AI Scripters reserves the right to re-use objective comments in script reviews without requiring the posting author's permission. Credit, where appropriate will be given in such cases.
User avatar
MrElephant
Swami
Posts: 137
Joined: Sun Dec 20, 2020 6:28 am

Re: Charon (AOK AI)

Post by MrElephant »

9Aug2024

An update for mixed maps. Definitely not the strongest game type for Charon- but it is an additional option for him. Took some time to update for this, and is a nice feature to have. Unfortunately, right now Charon has filled up the string table - so max 4 players on AoK, DE can have all 8 players. I might have a quick update here soon after I reduce the number of strings.

Charon should use scorpions a little more frequently to counter additional units.

Future updates:
Escrow with counter units - to look into for units that are not used as frequently including mangonels.
I will be reviewing duplicate counter unit rules, to reduce rule count
String table issue described above.
Pikemen research earlier possibly- described by Leif on the ladder.

27Oct2024

This is just a tiny update for AoK to fix the string table issue described previously. You can have eight Charon's now in AoK.


15Nov2024

Attaching a fun version of Charon that plays Return of Rome only. Macedonians preferred.
Attachments
Charon Return of Rome 15Nov2024.zip
(69.21 KiB) Downloaded 578 times
Charon 27Oct2024.zip
(67.41 KiB) Downloaded 623 times
Charon 9Aug2024.zip
(67.41 KiB) Downloaded 612 times
Author of Charon, Reactionary, Ahulane, and BlackKnight!
User avatar
MrElephant
Swami
Posts: 137
Joined: Sun Dec 20, 2020 6:28 am

Re: Charon (AOK AI)

Post by MrElephant »

Major update to Charon 10Dec2024. The forum seems a little quiet for some reason.

A lot of changes have taken place.

Better eco- idle TC time much reduced. This was a major issue to overcome.
Pop Space Issue Resolved to reach imp faster- 50 population AIs have trouble reaching imp. To reach imp faster, Charon has implemented a feature to control pop space in Castle age!
Charon pushes forward buildings now under military superiority when he has enough wood
Charon's fixed code to detect enemy age up to castle- Ugh, didnt know this was an issue- but its now resolved. Important for the below item
Charon now can detect rushing- Yes, this is definitely new. Might need a little more work, but it's something. He should know when a person is trying to hit castle age early. It was important to implement, so Charon can detect whether ri-pikeman should be researched earlier for instance.
Charon can now detect whether he is flank or pocket in team games on a standard land style map. - This is a bit crude, but its something. I love working through issues like this with the Non UP ai.
Fixed secondary mill placement
Improved Charon's judgement skills on when to attack.



The above was a ton of work, but definitely worth the updating. Will definitely touch base soon with further updates. :)

31Dec2024- Tiny fix for enemy age check in dark age.

Leif- thanks for looking at the Black Forest issue with me.

22Feb2025

Patch to correct Charon's rushing- as there was a potential gap to significantly hold off training militia due to waiting on pikeman upgrade. This is included for the ladder, but the correction is poorly implemented- and will need additional support before fully implemented properly to a satisfying level.
Attachments
Charon 22Feb2025.zip
(71.95 KiB) Downloaded 553 times
Charon 31Dec2024.zip
(70.46 KiB) Downloaded 825 times
Charon 10Dec2024v1.zip
(70.3 KiB) Downloaded 750 times
Last edited by MrElephant on Sat Feb 22, 2025 5:36 am, edited 2 times in total.
Author of Charon, Reactionary, Ahulane, and BlackKnight!
arandi
Swami
Posts: 111
Joined: Sat Oct 02, 2021 5:56 pm

Re: Charon (AOK AI)

Post by arandi »

Looking forward to seeing it in action :)
User avatar
Gequi
Forumer
Posts: 20
Joined: Wed May 21, 2025 6:53 am
Location: Spain
Contact:

Re: Charon (AOK AI)

Post by Gequi »

Hey this is a great AI. I was looking some AI able to play at isle maps because last patches have broken official/default AIs, so they don't use transport boats to move terrain units from original island to enemy islands. Also most of the AI mods from the community are broken. Reported here

https://steamcommunity.com/app/813780/d ... 6592895380


I tested this AI like this:
Versions: This AI is meant to run on AOK, but has been tested on future iterations of the game- and is compatible.
Map Types: Charon can play on land and water maps. Specifically Black Forest, Arabia, Islands, and Team Islands. Other land maps are supported, but the AI will consider the map to be a land map.
Civilizations: Charon prefers to play Goths followed by Chinese right now. All other AoK civs can be used however.
Population: The AI is meant for 125 population- the competitive population of that era. However, it does not resign if another population limit is selected.

Goths (blue) VS Chinese (red)
https://drive.google.com/file/d/1eMmy_9 ... sp=sharing
(I try to save chapters so you can jump between them inside the recording)

Important time events:
  • minute 31: warships moving so strange and slow...
  • minute 39: Chinese (red) warships attack Goths (blue) docks, who only use monks to defend, because almost all warships are idle. Transport boats and terrain units are idle too.
  • minute 45: Chinese (red) puts villagers on transport boats and go to Goths (blue) island. They do not build anything, just gather resources or die.
  • ending: villagers and terrain units are idle. Chinese (red) does not gather resources even if they are able to go near gold and wood spots. Goths (blue) gathers food on farms and wood, but no gold. No one conquers small isles for gold/stone. No one advanced to imperial age. Chinese (red) did not build castles.
Cheers !
User avatar
MrElephant
Swami
Posts: 137
Joined: Sun Dec 20, 2020 6:28 am

Re: Charon (AOK AI)

Post by MrElephant »

Hello Gequi,

I viewed the recording. In aoe2 de, and other versions as well, sometimes the AI does get stuck if the opponent is not scouted- and that's why you probably saw the blue players not fight back.

Thanks for testing out Charon, and he can play land and water. Team games too, the drawback being 50 pop. I am still working on the AI, but chickens hurt any ai that is older.

Are you planning on writing an AI of your own?

And yes, sometimes Charon can place a stable, TC, and lumber camp on the enemy island- but the conditions have to correct for the building to go up- but its always cool to see when it happens. Its one of the unique things to Charon.

Thanks.

Mr.Elephant
Attachments
island1.png
island1.png (2.3 MiB) Viewed 10576 times
island2.png
island2.png (2.4 MiB) Viewed 10576 times
island3.png
island3.png (2.31 MiB) Viewed 10576 times
Author of Charon, Reactionary, Ahulane, and BlackKnight!
User avatar
Gequi
Forumer
Posts: 20
Joined: Wed May 21, 2025 6:53 am
Location: Spain
Contact:

Re: Charon (AOK AI)

Post by Gequi »

MrElephant wrote: Mon May 26, 2025 6:56 pm Hello Gequi,

I viewed the recording. In aoe2 de, and other versions as well, sometimes the AI does get stuck if the opponent is not scouted- and that's why you probably saw the blue players not fight back.
Not scouted? not sure to understand... in isle map can't be scouted, right?
MrElephant wrote: Mon May 26, 2025 6:56 pm Thanks for testing out Charon, and he can play land and water. Team games too, the drawback being 50 pop. I am still working on the AI, but chickens hurt any ai that is older.
ok I will test it with 50 pop
MrElephant wrote: Mon May 26, 2025 6:56 pm Are you planning on writing an AI of your own?
That is the plan yeah, I have some guides to learn but first I'm just testing the existent ones.
MrElephant wrote: Mon May 26, 2025 6:56 pm And yes, sometimes Charon can place a stable, TC, and lumber camp on the enemy island- but the conditions have to correct for the building to go up- but its always cool to see when it happens. Its one of the unique things to Charon.

Thanks.

Mr.Elephant
Nice ! Thanks to you
User avatar
MrElephant
Swami
Posts: 137
Joined: Sun Dec 20, 2020 6:28 am

Re: Charon (AOK AI)

Post by MrElephant »

Hi Gequi,

What I mean by scouted is- along the shoreline- your ai must have found the enemy islands/some buildings before your ships start fighting. If they dont - your ships wont fire. Its a little tricky to do. Currently - Charon has an issue where his ships wont scout properly in every game. Its an issue I have been investigating- but there is very little information on.

I wish you luck on your ai. And if you need any help- come check us out on the discord.

-Mr.Elephant
Author of Charon, Reactionary, Ahulane, and BlackKnight!
User avatar
Gequi
Forumer
Posts: 20
Joined: Wed May 21, 2025 6:53 am
Location: Spain
Contact:

Re: Charon (AOK AI)

Post by Gequi »

MrElephant wrote: Tue May 27, 2025 5:10 pm Hi Gequi,

What I mean by scouted is- along the shoreline- your ai must have found the enemy islands/some buildings before your ships start fighting. If they dont - your ships wont fire. Its a little tricky to do. Currently - Charon has an issue where his ships wont scout properly in every game. Its an issue I have been investigating- but there is very little information on.

I wish you luck on your ai. And if you need any help- come check us out on the discord.

-Mr.Elephant
Ah ok, thank you !

By the way I have tested Charon in team island map with only 50 population but I don't see the point. 35-40 villagers don't let them spawn enough terrain units to use transport boats and win their enemies. Besides, they spawn warships mainly, so the match could be eternal.

Recording:
https://drive.google.com/file/d/1P0IRso ... sp=sharing

Cheers
User avatar
Leif Ericson
Waheguru
Posts: 1460
Joined: Wed Dec 09, 2009 8:15 pm
Location: United States

Re: Charon (AOK AI)

Post by Leif Ericson »

MrElephant could correct me, but when he says 50 pop, he's talking about the maximum number of villagers. Charon should be able to use a 200 pop limit, but it won't train more than 50 villagers because that was the maximum number that the AI could control in AoK before the extra villagers would become idle.
Post Reply